Fabula
Season 5 · Episode 6
S5E6
Tragic with redemptive undertones
Story by Fred Bronson & Susan Sackett
Teleplay by Brannon Braga
View Graph

The Game

When Commander Riker brings a seemingly innocent game back from Risa, it unknowingly infects the Enterprise crew with an addictive mind-control device, leaving Data and Wesley to fight for the ship's freedom.

Commander Riker returns from Risa, bringing with him a new game that quickly spreads throughout the Enterprise crew. This game provides intense pleasure to the players, and the crew quickly grows addicted. As the crew becomes more engrossed in the game, Data experiences what Dr. Crusher diagnoses as a malfunction and is decommissioned. Wesley Crusher arrives on the Enterprise for a visit from the Academy, and finds himself reconnecting with his mother and coming on to a new specialist in engineering, Robin Lefler. Wesley finds that his mother and the rest of the crew are obsessed with this new game, causing him to investigate along with the new specialist.

Wesley and Robin run tests on the game, discovering that the game is affecting the pleasure center of the brain, and the higher reasoning centers as well. Wesley attempts to inform Captain Picard of the dangers of the game, however, Picard quickly ends the conversation so that he can play it himself. With the Captain also addicted, Wesley and Robin realize they are the only ones unaffected by this game, and must find a way to help the crew and ship. The two begin to suspect that Data’s malfunction may be tied into the game, and while everyone is distracted, they sneak to Data, and Robin discovers that Data’s positronic links have been neatly severed.

Wesley shares that only his mother and Geordi are the only ones on the ship who know Data well enough to perform this. With everyone else useless, Wesley decides to feign addiction to the game, and Robin and he put on an act. Robin informs Wesley that Riker and Worf are coming for him, and he decides to flee. Through the use of his wits and knowledge of the ship, Wesley is able to make it to Engineering and is about to get away when he sees Robin look past him, alerted, he attempts to flee but is apprehended by Riker and Worf. Wesley is dragged to the bridge where Picard forces the game on him, ignoring Wesley’s pleas.

Before he could play for long Data comes out of the turbolift and stops the crew with a modified palm beacon. Data reveals there is an alien ship beaming them, and it's revealed that Etana, the woman from Risa is now in control of the crew. She has plans to continue to expand control throughout Starfleet. While Data takes control of the bridge, Wesley reveals that he reconnected Data’s positronic matrix, and they programmed pulse to all displays in the ship to reverse the effects. The crew recovers, and Data brings the ship back under control.

Wesley prepares to leave the Enterprise and return to the academy, where he shares a heartfelt goodbye with Robin, now friends, and possibly more. As Wesley leaves he asks about law 103, to which Robin responds ‘a couple of light years can’t keep good friends apart.’


Events in This Episode

The narrative beats that drive the story

61
Act 1

Commander Riker enjoys a playful, flirtatious encounter with Etana Jol on Risa. Their interaction culminates in Etana introducing Riker to a seemingly innocuous crescent-shaped device, which she calls 'a game.' Etana slips the device onto Riker's ear, and he immediately experiences a profound sensation of pleasure upon successfully completing the first level. This initial experience establishes the game's addictive quality and its connection to a mysterious alien woman. Riker returns to the Enterprise, where Captain Picard informs him of an accelerated mission to the Phoenix Cluster and the impending arrival of Wesley Crusher. Riker attempts to share the game with Geordi La Forge, who is too preoccupied with mission preparations to try it. Later, Riker teases Counselor Troi about the game, describing it as 'better than chocolate' and sparking her curiosity. The game's subtle introduction and Riker's enthusiasm begin to sow the seeds of its widespread adoption among the crew, setting the stage for its insidious influence.

Act 2

Wesley Crusher materializes on the Enterprise, initially greeted by a prank from the senior staff, who then welcome him warmly. He reconnects with his mother, Beverly, and Captain Picard, who tests his Latin. Wesley expresses interest in assisting with the Phoenix Cluster survey, and Geordi invites him to Engineering. While working in Engineering, Wesley meets Robin Lefler, a mission specialist. They share an immediate intellectual and personal connection, bonding over their shared technical expertise and a playful exchange of 'Robin's Laws.' This rapport establishes them as a formidable, uncompromised duo. Meanwhile, Beverly and Troi discuss the widespread popularity of the game. The act takes a dark turn when Beverly summons Data to sickbay under the pretense of an experiment. Without warning, she deactivates him. Riker and Troi enter, and the three senior officers drag Data to an examination table, preparing to tamper with his positronic matrix. This shocking betrayal reveals the game's sinister influence extends to the highest levels of the Enterprise command structure, leaving Data vulnerable and the ship's safety compromised.

Act 3

Picard and Wesley share a personal conversation in the ready room, reminiscing about Boothby and Picard's past at Starfleet Academy, humanizing the Captain. Beverly then calls Picard to sickbay, where Data lies unconscious. Geordi examines Data, concluding his higher functions are intact but signals are not reaching his body, essentially placing him in a coma. Riker suggests searching Data's logs and quarters for clues, then subtly manipulates Geordi, who is weary and frustrated, into taking a break and trying the game in Ten Forward. This demonstrates the game's pervasive influence and the compromised crew's manipulative behavior. Meanwhile, Wesley and Robin continue their work in Engineering, their bond strengthening as they discuss Robin's 'laws.' Wesley later finds his mother, Beverly, engrossed in the game, gasping with pleasure, which makes him uneasy. He attempts to warn Captain Picard about the game's psychotropic and potentially addictive nature, explaining his preliminary findings about its effect on the brain's pleasure and reasoning centers. Picard appears to take his concerns seriously, but after Wesley leaves, Picard retrieves the game and puts it on himself, succumbing to its influence. This confirms that the game's control has reached the highest authority on the ship, leaving Wesley and Robin as the only uncompromised individuals.

Act 4

The game's pervasive influence becomes undeniable in Ten Forward, where nearly everyone, including O'Brien, is playing. Wesley and Robin observe this widespread addiction, realizing they are the only unaffected individuals on the ship. They connect Data's mysterious deactivation to the game's arrival, suspecting a deliberate act. Investigating Data in sickbay, they discover his positronic links were not merely damaged but precisely severed, indicating a surgical intervention. This revelation leads them to conclude that only Geordi or Beverly, given their intimate knowledge of Data, could have performed such an act. The implication is clear: a trusted senior officer is behind Data's sabotage, and the game serves a more sinister purpose than mere pleasure. To avoid detection and continue their investigation, Wesley and Robin decide to feign addiction, donning mock-up game headsets. Their deception successfully fools Beverly and Worf. The act culminates with the Enterprise nearing the Phoenix Cluster and an alien ship approaching. Etana Jol, the woman from Risa, appears on the viewscreen, revealing her control over Captain Picard and the entire Enterprise crew. She issues commands, confirming her role as the mastermind and the crew's subjugation, leaving Wesley and Robin as the last hope for the ship.

Act 5

Etana Jol, now revealed as the antagonist, outlines her plan to use the Enterprise crew to distribute the addictive game throughout Starfleet, beginning with the Starship Endeavor and Starbase Sixty-seven. Wesley, maintaining his charade of addiction, attempts to escape the compromised crew and activate a site-to-site transporter program. However, Robin, now under the game's influence, betrays him, holding out a game and urging him to play. Riker and Worf apprehend Wesley, who makes a desperate run for it, using his knowledge of the ship to evade them through Jefferies tubes and a rigged phaser diversion. Despite his ingenuity, he is eventually trapped and captured by Riker and Worf. Wesley is dragged to the bridge, where Picard, under Etana's control, forces the game onto him. Just as Wesley succumbs, the bridge lights go out, and Data emerges from the turbolift, wielding a modified palm beacon that emits blinding flashes. Data, having been reconnected by Wesley and given time to adapt, uses the optical bursts to break the crew's hypnotic control. The crew recovers, Data takes command, and Etana's ship is captured. In the aftermath, Wesley prepares to return to Starfleet Academy, sharing a poignant goodbye with Robin. Their bond, forged in crisis, is solidified as a deep friendship, with Robin gifting him a book of her 'laws,' and Wesley offering a new one: 'A couple of light years can't keep good friends apart.'